Far to the north a tribe of goblins are creating a warcamp after their last one was destroyed by a self rightious paladin. The tribe has created tents and even a small garden for their warcamp but all is not well. Chief Takes-A-deep-Bite is ill and many of the goblins worry that their might chief might not be with them for long.

For now however tasks must be attended to and the Chiefs son, the Tellers apprentice and two young goblins have been summoned to the tellers to complate their rituals and become full goblin warriors.

( Hi, I'm creating this game as a test to see how well I run one of these things. Right now it's a pretty simple railroad dungeon but i'm hoping to expend to something more like goblin defence. For now i'm gonna do simple dungeons until I created enough maps to make something more like goblin defence.)

WARNING: I'm not a artist. Sometimes I might not even bother and just do text updates. Just to let you know.

Rules, Pretty generic rules that Lonestar Made. Goblins have 5 hp 1 to attack and defence. Chiefs son gets 2 attack and defence and 6 hp. Tellers apprentice can heal 1 wound per turn but maybe in the future he will gain new spells.

You can move into two explored rooms or one unexplored room, or one explored room and one action.

WARNING: I might change the rules, i'm trying to figure things out. This is a test afterall.

Updates: I'll create a dungeon and than update as much as I can once thats done. But creating a dungeon takes time so their might be updatless weeks or i'll just to txt versions.

TRAITSYou can pick a Trait.Buff+ 1hpGoblin markings-+1 AttackSneaky- Gain thief like skills. ( Sneaking around and unlocking stuff)Goblin Rage. You can enter a goblin rage when your 2 hp or less. This gives you +3 to attack but lowers your def by 1.Scout, you can take a extra action.Tough skin. +1 to def.Blood of a chief- You can cause all other goblins attacks to raise by 1 by taking your actions to push your warriors to greater limits.

Any other rules. I'm using pretty generic rules here from the other games. Talking is a free actions, I'll roll dice to see if you succeed in searching or creating items etc.

How to join.

Goblin name:Color:Trait.Male or female.

Vote for your chiefs son or apprentice.

New Revised rules

Movement rules ripped from Ratha.

Actions takeable:

1. Take an action at the current location, then move once.2. Move into an unexplored area.3. Move into an explored area, then into an unexplored area. (provided no obstacles)4. Move into an explored area, then take an action.5. Move into an explored area, then into an explored area, then into a final explored area. (provided no obstacles)

Note that for the purpose of this, an obstacle is defined as something that hinders movement. If something prohibits movement, then you can't move past it until it has been eliminated, neutralized, or bypassed.

ESP: You have esp with your fellow warband but not with the tribe.

Inventory: All items you have to carry and it's the dms discreet if your carrying to much.

Warcamp:Your warcamp is a place of rest and protection. 20 other goblins live here not counting your advisers and they can fend off must ordinary attacks that might threaten a single or a warband of goblins otherwise. However even the warcamp faces danger as it tends to lure the most powerful creatures of the world. Adventurers come here to loot the poorly locked treasure chest and get exp and it's your job to keep the warcamp running as long as you can. To do this you may either upgrade your warcamp or customize the npc goblins ( Talk about that later.) Upgrading your camp means building new structures that will give you bonus's and benefits. For instance building a wall might slow the adventurers down or making traps will hurt them. Some buildings don't have combat effect but still help, Building something like a steam house might allow you to heal quicker. You tell me what building you want to build and i'll tell you the effect it gives.Be warned, buildings take along time to build.

Goblins: Your fellow goblins usually are busy hunting or doing clan duties but they can be asked to join you on quests and tasks if the chief allows it.Warning: Goblin lives are not easily replaced and each death is felt by the clan. you need at least 15 goblins to run the warcamp so use goblins carefully.All npc goblins start with these stats.2attack 1 def 5hpTheir really weak but you can give them items to make them stronger. If you give weapons to a goblin name him so I can keep list of all the named and more powerful npcs.

Advisers: Advisers can give you advice on matters that your not sure of. Sometimes the advice is good or bad. Matters if your asking questions in that advisers field. So far you have two advisers. The teller and the chief but more can be added.

Events: A party of adventurers are coming or a storm is blowing in is a event. Their random and can be bad or good.

Traits: You gain traits either by practicing or being trained and sometimes theirs magical ways of gaining traits. Some traits might give you a better chance to do something. For instance you try to create a spear, I roll and see that you don't but you keep trying and maybe eventually i'll give you a trait that will rise your chances of success.

Quests: Sometimes you'll have the choice of a quest when you are in the warcamp. You may look over the list to see which one you want to do. Each quest has a rating to tell you how easy it is. Some quests might be to hard and doing them might easily kill you. Choose carefully.You can go on separate quests but that makes it way harder to finish and it's suggested you all take the same quests if you go out on one.To find more about the quests talk to the person offering it.

Tasks: These are things like building or making items. You can choose whatever you want to do for a task. Sometimes a task will be suggested but you can choose to do it or not.

Temper is the hot headed goblin in the war party. Usually the first to enter a fight and the last to leave. He often charges into battle with a bloodcurdling scream. When not fighting he's often found grumbling usually about his team mates or that stupid orange goblin who runs off on his own (Scouts.) He is considered the tank of the group and can take massive amounts of damage before falling. After Betrays retirement Temper ironically become the leader of the group even though he never gives orders.

BetraysTheClan Betrays for short.Trait: Blood of the Chief, AuraATK:3 (+1 dagger, +0 zombie arm)DEF:2hp5Betrays is the son of the Takes-A-Deep-Bite and is next in heir to becoming chief. Sadly his name has made people wary of him and he's lead a lonely life till now. Having recently become a goblin warrior he has found companionship in his fellow goblin warparty. He has a soft spot for Spaz despite the fact that he finds him annoying like the rest of the warparty. He'll often help him out after he's hurt himself. Betrays is the most likely to be considered the leader though most of the time the party does what it wants. For now he has stopped adventuring to take care of his sick father.

Spaz is a hyper, easily distracted musician who is often more a nuisance than actual help. He often runs into things or gets distracted by the closest shiny object. Most believe that his single goal in life is to annoy everyone around him. His second goal is to become a necromancer. With the aid of a black magic book and a necromancers staff he is on his way.

Scouts is the most silent goblin preferring action over talk. As his name suggest he the scout in the group and the only one who can track, a skill proven useful in the past. He has also proven lucky with drinking random potions. He has become quite skilled with the spear and is quickly becoming one of the most powerful warriors in the tribe.

Runs is the apprentice to the teller and as proven himself a very capable spellcaster. Despite his name Runs as yet to run from a fight. Currently he is deep in his studies and unable to help the warparty out.

Blades is the newest goblin to the group. He has proven himself a worthy fighter after helping the tribe defeat a group adventurers. The tribe waits to see what other feats this goblin can do. Blades is very interested in the legendary Elder blades and wishes to be the one to wield them.

Play was just a normal goblin before she made contact with the arcane egg. It's powers changed her hair white and give her crystal teal eyes. Not only that but she is the only one who can talk to the egg. So far she knows very little about the eggs origins or its powers but she has learned to harness some of the most basic of her new found energy. She easily gets flared up about insults to the tribe and once challenged the massive orc Rik-Til to a fight cause he insulted the honor of her tribe.

SilentApproach. Prefers her name in the ancient speak which translates to Teldaac.HP: 5/5, Attack 5 (+4 Cleaver), Defense 5 (+2Shield +2armor), Traits: sneaky, first aidTeldaac is a stealth based goblin who is very resourceful. Unlike Temper she prefers to scout places out instead of charging in and attacking. She is also a devious planner proven by her tactics in dealing with the wererats. She is very cautious but has no fear of fighting as she has fought both zombies and wererats,

Carves-Hides. Carves for short.HP:2/5 Def: 1Attack: Bow 8(9) (Marksman 6+, Coates +1)25% to miss // Short sword 4(5) (Short sword +2, Coates +1) // both: (1+ against any woodland creature)Traits: Marksman 3, Hunter (Can create traps for small creatures, can do basic tracking, can skin animals. Gets a 1+ attack in dealing with any woodland creatures), Basic trainig with Coates.Carves is the newest goblin on the block. Carves is a experienced hunter capable of taking down deers and hunting down animals.

Last edited by Jacon on Thu Dec 22, 2011 1:33 pm, edited 45 times in total.

You all have been summoned to the tellers tent to become full fledged goblin warriors. The Teller Don't-Speak-To-Me-In-That-Tone stands before you. He eyes all of you before speaking."I have watched you all grow up, become the young goblins you are today and now you stand before ready to take the ritual that will make you warriors. Very well. A grey wolf has been hassling our hunters making it difficult to bring back a kill. You are tasked with killing this wolf to prove your goblinhood. You must go with nothing but your bare hands but whatever you find on the way is yours to keep. I will show you where the wolf was last seen."

The Teller than leads you away from the camp and you walk for about a mile before he stops.

" Here. You can follow it's tracks. Be wary my friends and come back safely." and with that he is gone leaving you in the woods alone.. It's than that you hear something up ahead. Sounds like someone humming?

( Sorry Ralton, I can't tell what color you are so I just made you black till you can tell me what color that number is.You guys still have to vote for Apprentice and Chiefs son.)

"Great, so we're alone in the woods...Well, let's get this over with." HasBadTemper says, spending both of his actions looking around for a stick or a rock, anything to use as a weapon. "Well, don't just stand there!"

Scouts aheadI will vote Betrays the Clan as Chief's Son and Runs-A-Lot as Tellers apprentice although if he doesn't want to I wouldn't mind being tellers apprentice.I will use one of my actions to look inside that hole and the other to look inside the first bush with berries.

( Due to the simplicity of your actions this update will be a simple text one)

"Great, so we're alone in the woods...Well, let's get this over with. "Well, don't just stand there!"Says Temper. No one does sit around and they all quickly find something to do.

Temper searches about for a stick and finds 1 club stick. He finds only a few pebbles for stones.

Betreys eager to prove his bravery and loyalty stick his head in the hole. His face is instantly raked as sharp claws tear at his soft face. Scouts, who was looking over his shoulder barely dodges the flying magpie as he soars out of the hole. Betreys takes 1 dmg. despite the pain Betreys looks again into the whole and discovers the birds nest. a shiny object pokes out from it. Seems like the magpie was quite a thief.

Betreys has found 1 golden ring in the magpie nest.

Scouts goes and checks out the bushes. He's no gatherer but he knows that these red berries are common in the everyday goblin diet. He can take some if he wants to have a snack. He finds nothing else.

Runs takes a closer look at the pawprints. They certainly look like canine pawprints and their very big. You can estimate that the wolf must be twice as big as your normal scrawny looking wolves. You know that this wolf has stolen several kills from the tribe so it must be well feed.

The humming up ahead stops and now you can hear the slight sound of a campfire crackling.ItemsClub. +1 to attack. 50% chance to break.Ring: It sure is pretty.( Betreys is now chiefs son. Runs is tellers apprentice.

( For now yes, thats how actions work. I think I might change the rules later for that but for now well stick with it. Also adding a new rule for healing. Once you heal someone you must wait two turns before doing so again.)

With the other goblins behind his back Runs peeks from behind a bush to see what that sound is.

Looks like a short stocky human has made camp here. He doesn't seem very aware of your presence, maybe you should sneak around him until you can return to camp and get hel-

Ulp- Nevermind. Temper choose to just walk in. Ok maybe this is a friendly human

"EXP! Finally...."

Nevermind. He's one of those douchebag adventurers. He draws his dagger and now it's on.

Runs will wait for another goblin to attack, then run past the human and grab his bow and an arrow. Then shoot the Medium sized XP chunk.

Hopefully I'm still hidden, and one of you attacks the thing.

So Jacon, I still think I'm getting my trait wrong. It gives me another action right? So running across the camp, picking up the bow and arrow, and using it is only one turn for me because each one of those is an action right? Sorry for the constant pestering but I've had a rough few days and I can't think straight.

When life gives you lemons, make grape juice, and sit back and watch the world ponder how you did it.

1. Take an action at the current location, then move once.2. Move into an unexplored area.3. Move into an explored area, then into an unexplored area. (provided no obstacles)4. Move into an explored area, then take an action.5. Move into an explored area, then into an explored area, then into a final explored area. (provided no obstacles)

Note that for the purpose of this, an obstacle is defined as something that hinders movement. If something prohibits movement, then you can't move past it until it has been eliminated, neutralized, or bypassed.

I'm still testing things out. But what I meant by scout is that you can move a extra space. Meaning for instance you could go into four explored areas providing you don't take any other actions ( Once you take a action you can't move anymore) or two unexplored areas providing theres nothing in your way. I never really meant it to be a extra action. I don't mind the pestering. It's helping me to iron out the twinks